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No Fragments Archive 10: Diskmags
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SOLUTION_INFIDEL.ASC
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1989-12-31
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INFIDEL
A word or two before we start: throughout the pyrmaid, you will come
across a number of hieroglyphic symbols. These symbols, when properly
translated, contain clues and hints to solving the various puzzles
presented in the game. Since you are using this walkthru, I will not
be translating the hieroglyphics. However, should you want to try your
hand at it, look in the Hints section, where I've given approximate
translations of some of the hieroglyphs found in the game.
Well, here you are, lying in your cot, trying to shake off the effects
of a drug given you by your absconding workers. Since time is of the
essence (isn't it always?), get up, then leave the tent and make your
way due South to the Work Tent. Along the way, make sure you pick up
the matches near the Fire Pit. The tin foil, which is an empty
cigarette pack, can be safely ignored.
Now, while you're doing this, a plane will appear overhead. It has the
navigation box you've been waiting for. However, since you also have
this walkthru, you don't really need the box. So, whether or not you
want to take it is up to you (if you do, it is used in conjunction with
the map that comes with the game; you have to dig where the "X" is).
In the Work Tent is a knapsack that contains a rope and a canteen. Open
the sack and get the canteen, then get the sack, which will
automatically go over your shoulders. Return to the Fire Pit, then go
due West to the Supply Tent. Take both the axe and the shovel, step
outside, and then walk North, and West. This brings you to a river
bank. Open the canteen and fill it with water.
Head East and you will be outside your tent again. Enter it, and break
the lock on the trunk. Get and drop the lock, then open the trunk.
Inside is some food, a map and an inspection sticker. Get the food and
the map. Inside the map is a stone cube, which you will soon need to
enter the pyramid, so make sure you take that. The map you can drop,
and the sticker you don't need for anything, but you might want to read
it before moving on.
Now, go outside the tent, and go East to the North Path. Follow the path
South until you come to the South path. From here, go East twice. You
arenow at the spot where the pyramid is buried. Start digging until you
findthe top of the pyramid with the square hole in it. When that
appears, put the cube in the hole, and the door to the pyramid will
open. Drop the shovel, since you won't be needing it anymore (also the
box, if you have it with you). Go down into the pyramid.
You stand in the Chamber of Ra, near an altar. Drop your sack, and get
the rope. Tie the rope to the altar, and then throw the rope North.
You will be climbing down that way soon. In the meantime, get the torch
and the jar. Open the jar, which has oil inside, and dip the torch in
it. Light a match, then light the torch. Close the jar, and put that
and the matches in the sack. Now get the sack, and you're ready for
your explorations.
(Note: Somewhere along the way, you will get hungry. When that happens,
just eat the beef, and then drink a little water). Climb down the rope,
and you will be in the Circular Room. Here you see a golden cluster, a
statue and four doorways with counter-balanced doors. If you attempt to
go down any of the passageways, you will find that a door will descend
and prevent you from going more than about halfway along the corridor.
So, what you need to do is find a way of keeping the doors up while you
explore the passages. Fortunately, there is an easy, if tedious, way to
do this.
Roll the statue towards one of the passageways (For example: "Roll
statue NW"). The first time, the statue will fall, and the head will
break off (ho hum). Get the head, then roll the statue into a
passageway, and make sure you drop the head with the statue as well.
Now, you can go to the opposite passageway, and pick up the treasure
that's there. You will have to roll the statue (and don't forget the
head!), into each of the four passages in turn, so that you can get
all four of the jeweled clusters. To continue with the example, so you
know exactly what has to be done, after rolling the statue into the NW
passage, go back to the SE passage, and you will be able to proceed to
the room that has the opal cluster of Neith.
As you get each cluster, drop it off in the Circular Room. When you
have all five clusters, drop the sack, and put all the clusters in it.
The gold one is just a treasure, but the other four will have a very
important purpose later. For now, climb back up the rope into the
Chamber of Ra.
OK, now we're going to visit the Barge Room and its environs. Head
along South to the landing, and continue down to the Narrow Hall. From
there, go NE then NW, and you are in the Barge Chamber. You will be
visiting the Barge itself in a short while; for the moment, go West,
then North, then East, and you will be behind the Barge, where a
hallway starts. Go all the way North along this hallway to the Inner
Chamber. Ignore the corpse, which is wearing a jeweled ring. The ring
is not a treasure in the game (no points for getting it), and is in
fact a deadly trap, so it's best not to touch it.
From the Inner Chamber, go West to the Golden Room, and then South to
the Golden Alcove. Pick up the Gold Chalice, then return to the Inner
Chamber, and from there go East to the Silver Room, and South to the
Silver Alcove. Guess what's here? Right, a Silver Chalice. Pick that
up, and return to the Barge Room.
Once in the Barge Chamber, go back to the front of the boat, then enter
it by going North. You are in the middle of the Barge, and there is a
mast here. At the moment, it's somewhat stuck, but there's an easy way
around that. Go East into the Aft Cabin, Down into the hold, then West
into the West End of the hold.
Here the mast ends in a slot. If you look in the slot, you will see a
piece of wood (called a "shim"), wedged in the slot to hold the mast in
place. Get the shim and drop it (has no use in the game). Now return to
the deck and get the beam. If you like, you can go West to enter the
Fore Cabin to read the little scroll of hieroglyphics, although that
isn't necessary.
Go back to the Chamber of Ra. From there, go East into the Cube Room,
then West, then South. You will be in front of a panel with some bricks
in it. Remove and drop the First, Third, and Fifth Bricks. When you
remove the Fifth one, a secret passageway to the East will open. Go
through it to the Turning Passage, then down to the bottom of the
stairs.
Use your pick to dig the plaster away from the door, then go West to
through the Narrow Passage until you come to the room with the two
niches. Here's where the fun starts. Put the beam in the niches, then
stand on it. Dig away the plaster with your axe. As you do so, the
floor will fall away (nasty little trap, that!). Fortunately, since
you're standing on the beam, you're safe.
Okay, now open the door and go West into the Antechamber. Since there
are still a few other sneaky things to avoid, get the beam, then go
South. This is another antechamber, with a door in the west wall. Of
course, there is also a trap here for the unwary, so put the beam in
the door. Now you can open the door safely. So, do that, and go West
into the Slab Room.
(Note: somewhere along the line here your torch will start to sputter.
When that happens, get the jar and the matches from your pack. Light a
match, then turn off the torch and dip it in the oil. Your match will
go out, but you will then have time to light another one so you can
light the torch. After this, you can leave the jar and matches because
you are near the end of the game and won't need them any more.)
Here is a slab with holes in each of its four corners. In fact, the
placement of the holes is very reminiscent of the Circular Room. So,
drop the pack, and take out the four jeweled clusters (the gold one you
can leave in there). Now, put the clusters in the Slab as follows:
Diamond in the First Hole; Ruby in the Second Hole; Emerald in the
Third Hole; Opal in the Fourth Hole. As each one is inserted into its
hole, there will be a click from the slab. Once the last cluster is in
place, you can raise the slab.
Inside you will find a golden spatula and a book. Get the book. The
spatula can be left in the slab, unless you want to read the
hieroglyphics in the book (you need the spatula to turn the pages).
In any case, you have what you came for, so pick up the pack and go
East back to the Antechamber, and get the beam. Now go North twice
to the Antechamber with the timbered door. As you may have guessed,
this door is also trapped.
Put the beam under the timber, then break the seal on the door (that
beam certainly comes in handy!). Now, open the door and go North into
the Burial Chamber, then East into the Treasury, where the scales are.
You must balance the scales to be exactly even with the table top in
order to safely take the scarab. So, drop the sack, and get the two
chalices. Put the Gold Chalice on either of the scales. Fill the silver
chalice with water, and put it on the other scale. Now, you can get the
scarab.
Return to the Burial Chamber. Place the book in the large recess and
the scarab in the small recess. There will be a click from the statues
that hold the sarcophagus cover in place. Now, turn the statues in the
following order: Neith, Selkis, Isis, Nephthys.
At this point, you have your perfect score. If you continue the game
by opening the sarcophagus, you will die; there is no way around that.
You can also go back to the surface through the stairs in the Chamber
of Ra, but all you can do then is wander around in the desert. The
only other thing you can do is just quit the game where you are, and
receive your rating of "Master Adventurer". Whatever you choose to do,
the ending is most unsatisfying, so take your pick; it's all the same,
anyway.